• 제목/요약/키워드: short video

검색결과 311건 처리시간 0.021초

영화 "The Great Gatsby" 의상과 Y&Kei 컬렉션 비교 분석 (To Compare and Analyze Costumes in the Film "The Great Gatsby" and Y&Kei Collection)

  • 오지혜;이인성
    • 복식문화연구
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    • 제16권6호
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    • pp.1050-1063
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    • 2008
  • A movie is a fiction made on a basis of an author's and a writer's imagination, but all sorts of properties mixed with each other and most realistically expresses the era which becomes the background of a movie and acts as a carrier that connects designers with consumers. Thus, this study was carried out to review how the fashion products that designer's intention and commercial value added are expressed in collections by comparing and analysing the costumes in the movie "The Great Gatsby" that described the life of America's upper-class in 1920s and the 04 S/S Y&Kei collection which were proceeding after getting inspiration from this movie. For this, literature materials were inspected in order to make a theoretical review on social and cultural background and costumes history background in 1920s and the photo materials on movie costume were collected and analysed using DVD video captures, as well as the photo materials on 04 S/S Y&Kei were collected and analyzed through the institute providing domestic fashion information. The following conclusion was deduced through this study. First, in 1920s which becomes the background of this study, the slim shape of Flapper which looks like a young and boy became an ideal figure condition and the straight silhouette with low waist line and the short skirt that rose to knee was popular. Second, as a result of analysing movie costume by classifying it in silhouette, colors, and materials, straight silhouette of low waistline with a near colored - tone seen in the pastel series, including white, beige, pink, and gray was mainly constituted and the metal colors like silver and gold were used. As a material, chiffon, satin, velvet, flower patterned prints, and beads were used, which represented luxurious life of women in the upper classes. Third, as a result of comparing and analysing, it turned out that there was a similarity. However, in dress collection for a heroine, some dissimilarity differentiated from a movie costumes was found out in that the dresses in collection expressed moderate beauty and modernism and elegant beauty at the same time by matching a variety of materials and using black color.

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임상실습전 멘토링 교육프로그램의 효과 -간호대학생을 중심으로- (Effects of Mentoring Education Program on Nursing Students before their Clinical Practice)

  • 박수호;유하나
    • 실천공학교육논문지
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    • 제12권1호
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    • pp.109-116
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    • 2020
  • 멘토링의 효과는 멘티의 역량강화, 지식향상, 적극적 태도 등 긍정적 효과를 가져온다. 간호대학생들이 임상실습에서 겪는 가장 큰 어려움은 현장적응, 자신감 부족 등으로 보고되었다. 따라서 본 연구는 간호대학생에게 임상실습 전 문제해결능력, 학습태도, 간호술기에 대한 자신감을 향상시키고자 멘토링 프로그램을 개발하여 효과를 평가하였다. 멘토링 프로그램을 개발하기 위해 연구책임자를 포함한 교수 및 임상간호사로 구성된 전문가 집단이 임상실습에서 가장 많이 요구되는 간호행위 및 지식 등에 대한 논의를 거쳐 11개의 주제를 선정한 후 내용을 구성하였다. 프로그램 운영에는 14명의 멘토가 투입되어 2일동안 9~10명으로 구성된 그룹에게 실습, 상담, 동영상, 상황별 토론 등을 운영하였다. 자료수집기간은 2018년 12월부터 2019년 1월까지이고, 프로그램의 효과는 문제해결능력, 학습태도, 간호행위 수행자신감 도구로 평가하였다. 연구결과는 프로그램 참여 후 학습태도, 간호술기 수행자신감이 유의하게 증가하였지만, 문제해결능력은 통계적으로 유의한 차이가 없었다. 본 연구는 정형화된 교내실습교육에서 벗어나 멘토링 방법을 사용하여 교육효과를 향상시켰다는 점에서 의의가 있다. 추후 멘토링 교육프로그램이 단기간이 아닌 임상실습 전, 중, 후에 적용하여 간호학생의 문제해결능력에 영향을 미치는지 평가할 필요가 있을 것이다.

애니메이션과 기계: 감정 표현 로봇과 인간과의 상호작용 연구 (Animation and Machines: designing expressive robot-human interactions)

  • 장 파울로 스클리터
    • 만화애니메이션 연구
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    • 통권49호
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    • pp.677-696
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    • 2017
  • 만화와 종국적으로 애니메이션은 환상적 시나리오 시각화의 효과적인 방법이다. 본고 에서는 어떻게 애니메이션이 미래 현재(변모되어가고 있는 인공두뇌, 매개 사회) 아주 흔한, 그리고 필수불가결한 부분을 차지하게 되었는지 알아볼 것이다. 따라서 애니메이션은 인터페이스이거나 혹은 대변자로서 일시적 형태의 대상인 인간과 현실의 담화형태가 된다. 애니메이션 혹은 특히 애니메이트된 필름은 보통 단편, 실사영화, 픽션이나 논픽션의 캐릭터와 연결되어있다. 하지만 애니메이션은 전통적 영화 형식과 언어와는 거리가 있고 같은 이유로 디자인과 커뮤니케이션 역시 다른 영역으로 구분된다. 하지만 $Vil{\acute{e}}m$ Flusser에 따르면 그렇지 않다. 같은 전제가 네트워크 문화 속 애니메이션에 적용된다. 애니메이션은 디자인 과정과 제작에 본질(모션 그래픽이나 인터페이스 디자인 그리고 3D 영상작업 등)로 자리한다. 비디오 게임, VR, map 기반 app과 소셜 네트워크 등은 확장된 우주인 우리의 네트워크 기반 문화에 자리하는 것으로 여겨진다. 이러한 것들은 애니메이션과 연결성이 증대된(세계공통어가 디지털 환경 속 멀티-컬처 상호작용에 적용된 것처럼) 디자인 제품과 미디어 훈련이다. 이러한 감각에서 애니메이션은 담론화 되었으며 같은 방법으로 Roland Barthes는 담화 형식의 신화를 묘사한다. 디자인 도구로서의 애니메이션 역할을 탐구하는 목적으로, 제안된 연구는 애니메이션을 사용하여 트렌스 미디어 창작의 이미지 전략을 네러티브와 유저 인터페이스 측면에서 발전시키고자 하는 것이다.

국회 외곽 경호·경비시스템 발전방향에 관한 연구 (Improving the Protection and Security System Outside the National Assembly Building)

  • 최오호
    • 시큐리티연구
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    • 제60호
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    • pp.113-135
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    • 2019
  • 대한민국 국회는 "가"급 국가중요시설임에도 불구하고 테러 발생에 대한 가능성과 국회 청사내 집회 및 시위와 금지물품 반입은 점점 증가하고 있으며, 열린국회를 지향함으로써 많은 출입문 개방과 다수의 이용자로 인해 출입통제에 있어 취약점이 많다고 할 수 있다. 또한, 국회를 공격함으로써 얻게 되는 상징적인 효과는 매우 높지만 보안관리 수준은 상대적으로 매우 낮아 테러 공격의 대상이 될 가능성이 매우 높다. 이러한 보안상의 취약점을 해결하기 위해서는 제3선인 외곽에서부터의 적절한 출입통제시스템을 운용해야 한다. 하지만 외곽에서 적절한 출입통제가 이루어지지 않고 있으며, 외곽 경비를 담당하고 있는 국회경비대는 2023년 의무경찰 폐지에 따라 2020년 6월에 철수할 예정이므로 이에 따른 외곽 경비 대체 방안과 더불어 외곽 경호·경호경비시스템을 강화할 수 있는 방안을 조속히 마련할 필요가 있다. 이에 따라 본 연구에서는 국회사무처 보안 분야 담당 공무원 114명을 대상으로 외곽 경호·경비시스템에 대한 인식조사를 실시하였다. 연구 결과 국회 외곽에서 위협상황이 발생할 가능성이 높다고 인식하고 있으며, 지능형 영상감지 시스템 및 침입탐지시스템과 드론 등 4차 산업혁명 기술 도입에 긍정적으로 인식하고 있다. 또한, 3선 경호 체계를 중장기적으로 일원화하고 전담부서를 설치하는 방안에 대해 긍정적으로 인식하고 있으며, 국회경비대 대체 방안으로는 청원경찰이 가장 높은 응답률을 보였고, 중장기적으로 의회경찰을 도입하는 것에 긍정적으로 인식하고 있다.

국가대표 접영선수의 방향전환동작 평가 (The kinematical Evaluation of National Team' s Butterfly Turn Motion)

  • 백진호;이순호;문영진
    • 한국운동역학회지
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    • 제14권1호
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    • pp.117-131
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    • 2004
  • The foreign superior players and national team players' turning phase was measured, compared and analyzed to help the representative players improve the skill of turn. The underwater video camera used to analyze and evaluate the representative players' skill of turn in detail and the result is as follows. 1. The record for the phase of turn was similar to the rank of the last record. The improvement of the skill of turn was required because Korean players' record was lower than the foreign players' one. In case of 200m events the 1st turn was the fastest and it took more time as the turn is repeated. 2. It shows that the preparation phase and turing motion cause the difference between the players and within one player. 3. The horizontal movement of center of gravity moves to turning point slowly in the preparation phase, does not move nearly in the turning phase and increase again in the propulsion phase. Good record has short time for turn phase. The result means that the shorten the turning phase is the most important factor. Therefore the preparation for this is required. The vertical movement is maintained or increase a little and then move to from the turning phase. 4. The characteristic of horizontal velocity in center of gravity is that there is any big changes at the preparation phase, the faster velocity is found from the better record and the accelerating time is fast at the propulsion phasen. The wrong motion is made by not using the swimming velocity for fuming and waiting and more time is required by this. 5. The angle of knee when the player touch the turning point is 106.22-135.56 and the maximum angle of knee during the driving after the touch of tuning point is full extension. The size of maximum angle of knee did not match with the required time of propulsion phase. It seems that the individual difference is big when the players touch the turning point the angle of knee and the research for the individual angle which can reveal the maximum power should be carried out. The national team player's skill for the him is behind the foreign players' one and a lot of problems were found. It shows that the players could not practice the skill for turn during the training. The 1st reason for it is the various facilities like underwater window or analyzing equipment like underwater camera with which the coaches can teach and correct the players' detailed skill. It is need to evaluate the players' detailed skill exactly and correct it by objective data to complete the good skill in the future. In this regard, the investment for the facility is necessary.

충돌 후 지면 조건에 따른 다양한 볼의 속도변화에 관한 연구 (Changes of Various Balls Velocity under the Different Surface Conditions after Impact)

  • 박진
    • 한국운동역학회지
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    • 제17권1호
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    • pp.91-97
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    • 2007
  • The purpose of this study was to investigate the changes of various balls velocity under the different surface conditions after impact. For this study, four different balls were used which are golf ball, tang-tang ball, table tennis ball, and iron ball. And two different types of ground conditions were used which are artificial grass green and glass green. Movements of putter head and ball were recorded with 2 HD video cameras(60 Hz, 1/500s shutter speed). Small size control object($18.5cm{\times}18.5cm{\times}78.5cm$) was used in this study. To transfer the same amount of kinetic energy to the ball, pendulum putting machine was used. Analyzing the process of impact and the ball movement, a putter was digitized the whole movement but the ball was digizited within the 50cm movement. Velocities were calculated by the first central difference method(Hamill & Knutzen, 1995). Putter head velocities were about 112.2cm/s-116.2cm/s at impact. Maximum ball velocities were appeared 0.08s-0.10s after impact no matter what the ground conditions are. Table tennis ball recorded higher ball velocities than the other ball velocities and iron ball recorded the lowest ball velocity in this group. But Table tennis ball was influenced with the frictional force and immediately was decreased at the artificial grass green condition. If an object is received the kinetic energy under the static condition(v=0cm/s), the object recorded the maximum velocity shortly after the impact and then decreased the velocity because of the frictional force. The ball distance from the start position to the peak velocity position is about 6cm-10cm under the 112.2cm/s-116.2cm/s putting velocity with putter. 0.25 seconds later after impact balls were placed 40cm distance from the original position except iron ball. In this study, ball moving distances were too short therefore it was not possible to investigate the reactions after the translational force is disappeared. Rotational force would play a major role at the end of the ball movement. Future study must accept two things. One is long distance movement of ball and the other is balanced ground. Three-piece ball is a good item to investigate the golf ball movement on the different surface conditions.

Hierarchical FSM과 Synchronous Dataflow Model을 이용한 재구성 가능한 SoC의 설계 (Reconfigurable SoC Design with Hierarchical FSM and Synchronous Dataflow Model)

  • 이성현;유승주;최기영
    • 대한전자공학회논문지SD
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    • 제40권8호
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    • pp.619-630
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    • 2003
  • 본 논문은 최근에 많이 사용되는 정형 계산 모델 중 하나인 hierarchical FSM (HFSM)과 synchronous dataflow (SDF) 모델(줄여서 HFSM-SDF)을 이용한 재구성 가능한 SoC 설계에서 실시간 구성 스케줄링(configuration scheduling) 방법을 제시한다. HFSM-SDF 모델을 이용한 재구성 가능한 SoC 설계에서는 HFSM이 갖는 동적인 특성들(예를 들면, AND 관계에 의해 동시에 일어나는 state transition, HFSM이 갖는 복잡한 control flow, 그리고 그에 따른 SDF actor firing의 복잡한 스케줄등)로 인해 구성 스케줄링이 어려운 일이 된다. 그리고 이러한 동적인 특성들로 인해 정적인 구성 스케줄링 방법을 이용해서는 구성에 의한 지연(configuration latency)을 적절히 감추는 것이 어렵다. 본 논문에서는, 이 문제를 해결하기 위해, 실시간에 정확한 구성 순서를 찾은 후, 이를 이용한 동적인 구성 스케줄링 방법을 제안한다. 우선, 실시간에 필요한 구성 순서를 찾기 위해서는, HFSM-SDF 모델이 갖는 특징, 즉, SDF actor들의 실행 순서(firing schedule)는 최상위 FSM state transition 직전에 알 수 있다는 점을 이용할 수 있다. 이렇게 최상위 FSM의 매 transition마다 SDF actor들의 구성 순서를 찾아, ready configuration queue(ready CQ)에 저장한 후에, 전체 시스템의 state transition을 수행하며, 이 과정에서 FPGA에 (기존에 FPGA를 점유하고 있던 SDF actor의 종료 등으로 인해) 공간이 남으면, 실시간 구성스케줄러는 ready CQ를 살펴보고, 필요한 구성을 다운로드한다. 본 논문에서 제시한 실시간 구성 방법을 MPEG4의 natural video decoder와 IS95의 modem 예제에 적용해 본 결과, 수행 시간이 최대 21.8%까지 향상되었으며 메모리 사용의 부담은 무시할 수 있을 정도였다.

Development of an Imaging Based Gang Protection System

  • Grimm, M.;Pelz, M.
    • International Journal of Railway
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    • 제1권4호
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    • pp.149-156
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    • 2008
  • During maintenance or construction works in or at the tracks of railways, high risks for passengers and railway staff, especially for the workers on the construction site exist. The high risks result out of the movement of rail vehicles, like trains or construction vehicles, which must be faced by using any available technical and operational technologies for securing them against the environment. Therefore, it is necessary to evaluate the level of protection continuously and to identify new and innovative methods and technologies for the protection of the gang (construction worker, machines and material). Especially on construction sites at line sections with two or more parallel tracks but also with single tracks, there are still a lot of incidents and accidents mostly with seriously injured persons or fatalities. These were mainly gang members that breach the railway-loading gage. By using proper warning or protection systems, the avoidance of such accidents must be achieved. The latest developments. in gang protection systems concern on the one hand fixed barriers in the middle between the construction site and the operated track and on the other hand construction vehicles equipped with automatic warning systems. The disadvantage of such protection methods is that the gang can be warned against an approaching train but a monitoring of the gang members cannot be performed. Only one part of a potential dangerous situation will be detected. If the gang members will overhear the acoustic warning signal of the security staff and the workers will not leave the danger zone in the track, the driver of the approaching train had no chance to react to the dangerous situation. An accident is often inevitable. While the detection of acoustic warning signals by the gang members working on a construction site is very difficult, the acoustical planning of an automatic warning system has to be designed for an acoustic short range level of one meter besides the construction vehicle. The decision about the use of today's technical warning system (fixed systems, automatic warning systems, etc.) must be geared to the technical feasibility and the level of safety which is needed. Criteria for decision guidance to block a track should be developed by danger estimation and economical variables. To realize the actual jurisdiction and to minimize the hazards of railway operations by the use of construction vehicles near the tracks further developments are needed. This means, that the warning systems have to be enhanced to systems for protection, which monitor the realization of the warning signal as a precondition for giving a movement authority to a train. This method can protect against accidents caused by predictable wrongdoing. The actual state of the art technique of using a collective warning combined with additional security staff is no longer acceptable. Therefore, the Institute of Transportation System of the German Aerospace Center in Braunschweig (Germany) will develop a gang warning and protection system based upon imaging methods, with optical sensors such as video in visible and invisible ranges, radar, laser, and other. The advantage of such a system based on the possibility to monitor both the gang itself and the railway-loading gauge either of the parallel track or of the same track still in use. By monitoring both situations, the system will be able to generate a warning message for the approaching train, that there are obstacles in the track, so that the train can be stopped to prevent an accident. And also the gang workers will be warned, while they breach their area.

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Time-Lapse 촬영방법을 이용한 도심 광장의 이용행태에 관한 연구 -청량리 역광장을 사례로- (The Observationi of User Behaviors of the Urban Plaza using Time-Lapse Record-A case study of Chungryangri Station Plaza-)

  • 조창완;진양교
    • 한국조경학회지
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    • 제26권3호
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    • pp.199-212
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    • 1998
  • The ultimate goal of this study can be summed up as follows: First, the utility of Time-Lapse that observes and records people's behavior will be shown and its merits and demerits will be discussed through comparing with other data-collecting methods such as the naked- eye observation, and the specific way in which Time-Lapse can be put to use will be suggested. Second, analysis of use behavior boserved in the plaza of Chungryangri station by Time-Lapse will be made, on the basis of which suggestions will be made concerning planing, designing, layout, and management of the station plaza. Time-Lapse can observe and records the plaza of Chungryangri Staton through 6 different ways of recording in Time-Lapse: 30 seconds, every minute, every two minutes, second every five minutes, every one tenth of a second, and every one fifth of a second, and these different ways of recording were analyzed through comparison from one to each other to check their respective utilities. And also analysis of tracks of pedestrians, density, and use behavior of users were made, according to which the way in which Time-Lapse can be utilized was examined. Several useful results obtained from this study are shown as follows. First, Time-Lapse made it possible to continuously observe for a long time using minimu efforts, and a single tape which is able to cover from 12 hours up to 25 days is useful for observing variation of behavior in space with the passage of time and seasons. Second, among six ways of recording, the recording every one tenth of a second and every one fifth of a second are useful for finding the tracks of pedestrians, the number of users, the member compositions, the time spent in one place, and manner of use. And besides the moving direction and its purpose can be recognized in a short time, which makes it possile to see where crossings of moving directions occur. Third, the recording every thirty seconds, every minute, every two minutes, and every five minutes are useful for analyzing the density in space as well as for finding the number of users and frequency of facilities use. In particular the recording every thirty seconds made it possible to keep the track of pedestrians' walking, and to observe even slowly moving motions such as cleaning. But when the recording interval exceeds one minute, this was not possible. Fourth, time-lapse has advantages over the naked eye observation in several respects. Time-lapse can measure observed behavior and density in terms of number, and locate the position of users. Time-Lapse, if accompanied by other methods such as interviewing and question that can examine psychological aspects like satisfaction or the purpose of use and be a useful device for space studies.

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한류 컨텐츠의 원형으로서의 서사적 블록버스터 발라드 뮤직 비디오 고찰 (From Multivalent Mediality to Cross-Sector Synergy: The Archetypal Function of Dramatized Blockbuster Ballad Music Videos in Hallyu Entertainment)

  • 신혜린
    • 문화경제연구
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    • 제20권1호
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    • pp.21-50
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    • 2017
  • 한류의 부상은 한국 미디어 엔터테인먼트 산업의 경이적인 성공에 대한 수많은 역사적/문화적 학술 연구가 쏟아져 나오는 결과를 가져왔다. 그 중 대부분이 텔레비전 드라마 또는 대중음악에 대한 내용으로, 단편 영화에 가까운 매체로서 복합장르적 특성을 지닌 뮤직 비디오는 인기 한류 컨텐츠의 원형이자 선구적 형태라 할 요소가 다분함에도 불구하고 큰 주목을 받지 못하고 있는 실정이다. 사회적/정치적/경제적인 급변기였던 1990년대 초-중기, 한국 엔터테인먼트 미디어 산업은 이전에 비해 다양해진 젊은 세대의 관심 분야와 라이프스타일, 그리고 유동적인 생활 패턴을 반영해 정적인 시청 문화에 얽매이지 않는 새로운 컨텐츠를 필요로 했다. 한편, 케이블 텔레비전과 고속 인터넷 서비스가 보편화되면서 소비자들의 시간적 여유가 늘어나고 기반 설비에 대한 접근성 또한 높아지는 추세였다. 이와 같은 소비 인구의 규모, 범위, 연결성, 유동성 등의 변화에 대응하기 위해 등장한 것이 당시의 인기 장르였던 트렌디 드라마와 발라드 음악의 장점을 융합한 복합장르-매체인 블록버스터 뮤직 비디오였다. 본 논문은 90년대 당시의 사회적 유동성이 새로운 형태의 컨텐츠 창출과 한국 미디어 문화의 개념, 형태, 그리고 소비 양식에 어떠한 영향을 미쳤는지 고찰하고 블록버스터 뮤직 비디오를 한류 매체/장르의 원형으로 규정함으로써 문화연구적 관점에서 한류 연구의 다양화에 기여하고자 한다.